mirror of
https://github.com/glfw/glfw.git
synced 2024-11-25 22:14:34 +00:00
Move simple example to GL2
This commit is contained in:
parent
43d6292328
commit
dc1b9ce7f0
@ -27,9 +27,40 @@
|
|||||||
#include <glad/glad.h>
|
#include <glad/glad.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include "linmath.h"
|
||||||
|
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
|
||||||
|
static const struct
|
||||||
|
{
|
||||||
|
float x, y;
|
||||||
|
float r, g, b;
|
||||||
|
} vertices[3] =
|
||||||
|
{
|
||||||
|
{ -0.6f, -0.4f, 1.f, 0.f, 0.f },
|
||||||
|
{ 0.6f, -0.4f, 0.f, 1.f, 0.f },
|
||||||
|
{ 0.f, 0.6f, 0.f, 0.f, 1.f }
|
||||||
|
};
|
||||||
|
|
||||||
|
static const char* vertex_shader_text =
|
||||||
|
"uniform mat4 MVP;\n"
|
||||||
|
"attribute vec3 vCol;\n"
|
||||||
|
"attribute vec2 vPos;\n"
|
||||||
|
"varying vec3 color;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
|
||||||
|
" color = vCol;\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
static const char* fragment_shader_text =
|
||||||
|
"varying vec3 color;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" gl_FragColor = vec4(color, 1.0);\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
static void error_callback(int error, const char* description)
|
static void error_callback(int error, const char* description)
|
||||||
{
|
{
|
||||||
fprintf(stderr, "Error: %s\n", description);
|
fprintf(stderr, "Error: %s\n", description);
|
||||||
@ -44,12 +75,17 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action,
|
|||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
GLFWwindow* window;
|
GLFWwindow* window;
|
||||||
|
GLuint vertex_buffer, vertex_shader, fragment_shader, program;
|
||||||
|
GLint mvp_location, vpos_location, vcol_location;
|
||||||
|
|
||||||
glfwSetErrorCallback(error_callback);
|
glfwSetErrorCallback(error_callback);
|
||||||
|
|
||||||
if (!glfwInit())
|
if (!glfwInit())
|
||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
|
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||||
|
|
||||||
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
|
window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
|
||||||
if (!window)
|
if (!window)
|
||||||
{
|
{
|
||||||
@ -57,16 +93,47 @@ int main(void)
|
|||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
glfwSetKeyCallback(window, key_callback);
|
||||||
|
|
||||||
glfwMakeContextCurrent(window);
|
glfwMakeContextCurrent(window);
|
||||||
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
|
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
|
||||||
glfwSwapInterval(1);
|
glfwSwapInterval(1);
|
||||||
|
|
||||||
glfwSetKeyCallback(window, key_callback);
|
// NOTE: OpenGL error checks have been omitted for brevity
|
||||||
|
|
||||||
|
glGenBuffers(1, &vertex_buffer);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
|
||||||
|
glCompileShader(vertex_shader);
|
||||||
|
|
||||||
|
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
|
||||||
|
glCompileShader(fragment_shader);
|
||||||
|
|
||||||
|
program = glCreateProgram();
|
||||||
|
glAttachShader(program, vertex_shader);
|
||||||
|
glAttachShader(program, fragment_shader);
|
||||||
|
glLinkProgram(program);
|
||||||
|
|
||||||
|
mvp_location = glGetUniformLocation(program, "MVP");
|
||||||
|
vpos_location = glGetAttribLocation(program, "vPos");
|
||||||
|
vcol_location = glGetAttribLocation(program, "vCol");
|
||||||
|
|
||||||
|
glEnableVertexAttribArray(vpos_location);
|
||||||
|
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
|
||||||
|
sizeof(float) * 5, (void*) 0);
|
||||||
|
glEnableVertexAttribArray(vcol_location);
|
||||||
|
glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
|
||||||
|
sizeof(float) * 5, (void*) (sizeof(float) * 2));
|
||||||
|
|
||||||
while (!glfwWindowShouldClose(window))
|
while (!glfwWindowShouldClose(window))
|
||||||
{
|
{
|
||||||
float ratio;
|
float ratio;
|
||||||
int width, height;
|
int width, height;
|
||||||
|
mat4x4 m, p, mvp;
|
||||||
|
|
||||||
glfwGetFramebufferSize(window, &width, &height);
|
glfwGetFramebufferSize(window, &width, &height);
|
||||||
ratio = width / (float) height;
|
ratio = width / (float) height;
|
||||||
@ -74,22 +141,14 @@ int main(void)
|
|||||||
glViewport(0, 0, width, height);
|
glViewport(0, 0, width, height);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
glMatrixMode(GL_PROJECTION);
|
mat4x4_identity(m);
|
||||||
glLoadIdentity();
|
mat4x4_rotate_Z(m, m, (float) glfwGetTime());
|
||||||
glOrtho(-ratio, ratio, -1.f, 1.f, 1.f, -1.f);
|
mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
|
||||||
glMatrixMode(GL_MODELVIEW);
|
mat4x4_mul(mvp, p, m);
|
||||||
|
|
||||||
glLoadIdentity();
|
glUseProgram(program);
|
||||||
glRotatef((float) glfwGetTime() * 50.f, 0.f, 0.f, 1.f);
|
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||||
glBegin(GL_TRIANGLES);
|
|
||||||
glColor3f(1.f, 0.f, 0.f);
|
|
||||||
glVertex3f(-0.6f, -0.4f, 0.f);
|
|
||||||
glColor3f(0.f, 1.f, 0.f);
|
|
||||||
glVertex3f(0.6f, -0.4f, 0.f);
|
|
||||||
glColor3f(0.f, 0.f, 1.f);
|
|
||||||
glVertex3f(0.f, 0.6f, 0.f);
|
|
||||||
glEnd();
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
|
Loading…
Reference in New Issue
Block a user